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Where did the souposphere go????


SmashBrown

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I just installed NEAR, is the atmo meant to be this thin now?

Yeah, this might be the problem.

It's the same density, just it acts better. Whereas the old, stock system assumed you were a pancake, now it can tell if you are a pancake or an actual rocket (thus on average making it thinner) (KER readouts should stay the same, I believe)

It's not rocket science, but aerodynamics, which honestly is a heckuvalot harder.

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It DOES affect any plane parts or shuttle mod, if said mod doesn't have a config for FAR\NEAR. Basically, NEAR won't recognize it as something that should fly, which could lead to some funny (and potentially deadly) failures.

Also, say goodbye to ridiculously large rockets with over the top TWR, and say hello to low-TWR, long-burn first stages.

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There is another mod from ferram which gets rid of the OP.

Rule of thumb: after installing KSP install every mod from ferram (well NEAR or FAR, but all the others), then you get a proper vanilla KSP.

Just installed it, cheers for that, ive set it to FAR to stock KSP, anything else i need to know about it?

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And another tip... you're going to wish you had the souposphere back the next time you're going to land a plane. Why? Because you suddenly realize you're coming in towards the runway at 300 m/s and you're just not slowing down...!!! :D

man, you talk about landing when I'm having real trouble with building a plane that actually is flyable and doesn't flip the instat it lifts up or go to a flatspin after 10 seconds of flight. only ones i have got working are deltawings and a sort of prototype shuttle thingy that liked going sideways more than the pointy end first... I just don't get it... aerodynamics are hard. also I dislike the rockets doing 360noscopes in midair and get to orbit after that. I guess I just have no idea what I'm actually doing.

ps. Deadly re-entry is what says no for the high TWR rockets. :3

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Those sound like fixable problems.

- If your aircraft flips at takeoff, you have violated the first cardinal rule of Basic Aircraft Design, and placed your center of lift in front of your center of mass.

- If you constantly go into flat spins, you probably need moar tail. This is pretty much one of the top issues every FAR first-timer runs into, since stock aerodynamics doesn't care about aircraft tails at all, but real aerodynamics cares a whole lot. Tails are important. Tails for airplanes are like boosters for rockets. Never enough boosters, never enough tail!

Spinouts can also happen if you steer way too aggressively and stall your wings. Turning on Dynamic Control Adjustment helps dampen keyboard input dynamically depending on your current airspeed, making your controls less jerky. Aircraft are meant to be flown with analog sticks, after all, not with keys that only know "nothing" and "full powerrrrr!".

- If your rocket flips over, you're also turning too hard. Another one of the top issues of first-time FAR users, because stock KSP teaches you to do it wrong. Don't go to 10km and then turn 45 degrees - that only results in you presenting the broadside of your rocket to the airstream, which of course ends in disaster :P Turn gradually instead. Start much earlier and just nudge the tip over gently bit by bit. As long as you stay near the prograde marker you won't flip.

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